I don't believe I'm alone in saying this, but I think that world navigation in most static 3D adult games is poor in most regards. There are many adult games that allow you to explore an area through point and click navigation, however its very difficult to understand where exactly you are within the map.
I think this is in part due to the first person perspective adopted during the exploration phase, as well as trying to implement features from classic 2D point-and-click adventure games with only half success.
This isn't an attempt to send hate on any developer, not by any means. It's more of an observation of a common trend I see within adult games that utilize 3D pre-rendered backgrounds and allow you to explore these areas, to be specific.
Navigation is either done by clicking on doors/entryways to transition from room to room, and or using on-screen clickable arrows to move your character to another set-piece within an area. This doesn't sound like a problem on the surface, however you have to take into consideration that the transition between these areas is more often than not a simple fade/abrupt transition. Its not that much different from going 120mph down an interstate, closing your eyes for a couple of seconds, and suddenly finding yourself in a ditch with your front bumper laying in the middle of the interstate 300+ feet behind you with no idea of what happened.
I think part of this is amplified by the complexity of the 3D environment. For simple areas with minimal exploration and easily identifiable landmarks, such as the
fish market that was screenshotted in the previous example, its not difficult to understand how you got from Point A to Point B. You're suddenly closer to the fish market than you were before, so its not difficult to understand where you are and how you got there.
It also helps that the market plaza is wide and quite open with buildings being distinct from one another. Within buildings, corridors, hallways, and small rooms though, especially those that allow you to "look" around utilizing arrows as means of navigation, it can become quite easy to get lost. Often you will have to continually click different arrows to find some sort of means of figuring out where you are and how to proceed or go back the way you came. This issue becomes much more pronounced in games where models and environments within the rendered world are reused or look quite similar.
Here's an egregious example of this in Being A DIK:
For those who have played the game, you might recognize this as one of the hallways within the fraternity. If you hover near the bottom of the screen, there is a clickable black arrow that appears(which unfortunately blends into backgrounds too often). Selecting that arrow essentially turns/moves your characters perspective and results in you now looking at this:
I don't know about everybody else, but there are 3 different white doors all within close proximity of one another, and I have no idea what room I'm about to attempt to enter until I interact with it. Which, well -- isn't inherently bad, but it goes from exploring an environment to a guessing game. Instead of exploring, you are trying to wrangle the games mode of exploration. I would expect that pressing the arrow would take my character to where I was before, but that is not what happens.
This is just one example of this that still frustrates me to this day, and there are many more from both Being A DIK as well as many other games. Take the most recent free-roam added in the latest episode of Being A DIK. Without the new map feature to allow for easier exploration, navigating the environment would be an absolute nightmare.
For my next point, I think having a map or some form of room navigator is OKAY. At least, sort of. I partly believe its a crutch to compensate for the tedious ways of having to navigate these 3D environments. However, if you allow the player to do this in every explorable scenario, at least during their first encounter, it removes some of the discovery from the game and goes from a world to explore to an area to do chores within. I don't have a solution to this, as my stance is already a bit negative, but I think allowing it for areas that you have already explored or visited would be okay. Its not too different from fast traveling within Dark Souls, where the areas connecting these large environments often offer nothing new to player's gameplay after initially clearing them.
Ultimately, I do think a large problem with this overall sense of disorientation when trying to navigate through the game environment is partly due to the first person perspective being combined with the point and click style gameplay, rapid transitions, and the navigation arrows often only giving a vague indicator of which direction you are going to go.
Some games will opt out of this arrow navigation method and instead decide on menu or text based navigation, very akin to visual novels. Once in a Lifetime makes use of this method a few times and I think it pans out well. As long as the areas match the descriptor, it's not difficult to find out where you are and where you need to go.
However, you are opting for navigation via menus or choice boxes as opposed to interacting based strictly on what you see in the environment. So, some immersiveness may be stripped in the process.
There are also games that opt for non-intrusive buttons that blend in with the UI, or set objects within the gameworld to be used as navigation(such as a simple, but effective, signpost). Komisari has one of these pointing towards the park within the Marketplace. Also, as opposed to the area I referenced within Being A DIK, Komisari has a similar area within the Rooms area in the Guild. However, the arrow near the bottom of the screen does exactly what you would expect it to, take you back to where you were previously. It doesnt suddenly face plant you into a white door taking up your entire screen.
Again, these are just some things I've personally noticed within many 3D adult games that allow you to explore around in pre-rendered environments. Some games handle this sandbox style element okay, others not so much.
This is all in reference to the discussion of accessibility within game navigation that was previously discussed.